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Article: Active video games for youth: A systematic review

TitleActive video games for youth: A systematic review
Authors
KeywordsEnergy expenditure
Enjoyment
Maintenance
Obesity
Physical activity
Sedentary
Issue Date2011
PublisherHuman Kinetics. The Journal's web site is located at http://www.humankinetics.com/JPAH
Citation
Journal Of Physical Activity And Health, 2011, v. 8 n. 5, p. 724-737 How to Cite?
AbstractBackground: A population level increase in physical activity (PA) is critical to reduce obesity in youth. Video games are highly popular and active video games (AVGs) have the potential to play a role in promoting youth PA. Method: Studies on AVG play energy expenditure (EE) and maintenance of play in youth were systematically identified in the published literature and assessed for quality and informational value. Results: Nine studies measuring AVG play EE were identified. The meta-analytic estimates of average METs across these studies were 3.1 (95% CI: 2.6, 3.6) to 3.2 (95% CI: 2.7, 3.7). No games elicited an average EE above the 6 MET threshold for vigorous EE. Observed differences between studies were likely due to the different types of games used, rather than age or gender. Four studies related to maintenance of play were identified. Most studies reported AVG use declined over time. Studies were of low-to-medium quality. Conclusion: AVGs are capable of generating EE in youth to attain PA guidelines. Few studies have assessed sustainability of AVG play, which appears to diminish after a short period of time for most players. Better-quality future research must address how AVG play could be maintained over longer periods of time. © 2011 Human Kinetics, Inc.
Persistent Identifierhttp://hdl.handle.net/10722/135694
ISSN
2023 Impact Factor: 2.9
2023 SCImago Journal Rankings: 0.939
ISI Accession Number ID
References

 

DC FieldValueLanguage
dc.contributor.authorBarnett, Aen_HK
dc.contributor.authorCerin, Een_HK
dc.contributor.authorBaranowski, Ten_HK
dc.date.accessioned2011-07-27T01:39:47Z-
dc.date.available2011-07-27T01:39:47Z-
dc.date.issued2011en_HK
dc.identifier.citationJournal Of Physical Activity And Health, 2011, v. 8 n. 5, p. 724-737en_HK
dc.identifier.issn1543-3080en_HK
dc.identifier.urihttp://hdl.handle.net/10722/135694-
dc.description.abstractBackground: A population level increase in physical activity (PA) is critical to reduce obesity in youth. Video games are highly popular and active video games (AVGs) have the potential to play a role in promoting youth PA. Method: Studies on AVG play energy expenditure (EE) and maintenance of play in youth were systematically identified in the published literature and assessed for quality and informational value. Results: Nine studies measuring AVG play EE were identified. The meta-analytic estimates of average METs across these studies were 3.1 (95% CI: 2.6, 3.6) to 3.2 (95% CI: 2.7, 3.7). No games elicited an average EE above the 6 MET threshold for vigorous EE. Observed differences between studies were likely due to the different types of games used, rather than age or gender. Four studies related to maintenance of play were identified. Most studies reported AVG use declined over time. Studies were of low-to-medium quality. Conclusion: AVGs are capable of generating EE in youth to attain PA guidelines. Few studies have assessed sustainability of AVG play, which appears to diminish after a short period of time for most players. Better-quality future research must address how AVG play could be maintained over longer periods of time. © 2011 Human Kinetics, Inc.en_HK
dc.languageengen_US
dc.publisherHuman Kinetics. The Journal's web site is located at http://www.humankinetics.com/JPAHen_HK
dc.relation.ispartofJournal of Physical Activity and Healthen_HK
dc.subjectEnergy expenditureen_HK
dc.subjectEnjoymenten_HK
dc.subjectMaintenanceen_HK
dc.subjectObesityen_HK
dc.subjectPhysical activityen_HK
dc.subjectSedentaryen_HK
dc.subject.meshAdolescent-
dc.subject.meshChild-
dc.subject.meshEnergy Metabolism - physiology-
dc.subject.meshExercise - physiology-
dc.subject.meshVideo Games-
dc.titleActive video games for youth: A systematic reviewen_HK
dc.typeArticleen_HK
dc.identifier.emailCerin, E: ecerin@hku.hken_HK
dc.identifier.authorityCerin, E=rp00890en_HK
dc.description.naturepublished_or_final_version-
dc.identifier.doi10.1123/jpah.8.5.724-
dc.identifier.pmid21734319-
dc.identifier.scopuseid_2-s2.0-79959544367en_HK
dc.identifier.hkuros186899en_US
dc.relation.referenceshttp://www.scopus.com/mlt/select.url?eid=2-s2.0-79959544367&selection=ref&src=s&origin=recordpageen_HK
dc.identifier.volume8en_HK
dc.identifier.issue5en_HK
dc.identifier.spage724en_HK
dc.identifier.epage737en_HK
dc.identifier.isiWOS:000292800900016-
dc.publisher.placeUnited Statesen_HK
dc.identifier.scopusauthoridBarnett, A=35195335800en_HK
dc.identifier.scopusauthoridCerin, E=14522064200en_HK
dc.identifier.scopusauthoridBaranowski, T=7004458126en_HK
dc.identifier.issnl1543-3080-

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